Page 9 of 12

PostPosted: Sat Dec 29, 2007 12:05 am
by Krueger
Testing was a lot of fun, I'm looking forward to playing on the map and not having the borders move on me in the middle of the game! (I was holding stealth and it was decided to make it so might could attack it.)
Kudos to Mr. Nate for "winning" that last game!

PostPosted: Sat Dec 29, 2007 2:17 pm
by WidowMakers

PostPosted: Sat Dec 29, 2007 2:21 pm
by WidowMakers
AndyDufresne wrote:I also like your little staircase "Down to Level 2", though it doesn't look like it is decending so much. Maybe a spiral down. ;) But that may just be too much work. I like it either way.
--Andy
I tried doing this but since the view is a top down and the stairway goes into the wall, there is not much a way to show depth. I tried to make the stairs in the middle of the room but it did not look good or make sense, so I just ended up keeping them where they are now.

WM

PostPosted: Sat Dec 29, 2007 3:01 pm
by Blitzaholic
this looks awesome to play

PostPosted: Sat Dec 29, 2007 3:09 pm
by WidowMakers
Blitzaholic wrote:this looks awesome to play
I hope this will help feed some of the players desires for a more classic style/less gimmicky gameplay map. Even thought there are only 1-ways the map is easy to read and understand. It is just straight up kill or be killed.

Hope everyone likes it.

WM

PostPosted: Sat Dec 29, 2007 5:21 pm
by Krueger
WidowMakers wrote: It is just straight up kill or be killed. WM


I think that a few more straight up maps, a lot of the recent ones have been a little "gimmicky". I'm not saying that I don't like all of them, but some of them have been overly complex as of late.

PostPosted: Sun Dec 30, 2007 6:44 am
by MR. Nate
It looks like your using the old colors for the numbers. I don't think it's a problem, but could you use the newer, more feminine pink? I want to make sure it doesn't cower and run in the darkness.

PostPosted: Sun Dec 30, 2007 8:18 am
by WidowMakers
MR. Nate wrote:It looks like your using the old colors for the numbers. I don't think it's a problem, but could you use the newer, more feminine pink? I want to make sure it doesn't cower and run in the darkness.
Those new colors are being changed. I happen to be on the new army color committee and we will be changing them as soon as we can agree on a new color scheme. These army colors are currently the front runners.

PostPosted: Tue Jan 01, 2008 3:03 pm
by lanyards
For the territory "North Barracks", the figure on the eastern side of the territory, I'm guessing it is a sleeping mat or a bed, is being looked at from a wierd angle. The rest of the beds and weapons and all the other detailed figures are seen from a top view, where as this one is from a different view. Atleast that is what I think I see. The rest of the map looks perfect, I love the detail.

--lanyards

PostPosted: Tue Jan 01, 2008 3:28 pm
by WidowMakers
lanyards wrote:For the territory "North Barracks", the figure on the eastern side of the territory, I'm guessing it is a sleeping mat or a bed, is being looked at from a wierd angle. The rest of the beds and weapons and all the other detailed figures are seen from a top view, where as this one is from a different view. Atleast that is what I think I see. The rest of the map looks perfect, I love the detail.

--lanyards
It is a bed that has been tipped over and is upside down.

WM

PostPosted: Tue Jan 01, 2008 3:37 pm
by lanyards
WidowMakers wrote:It is a bed that has been tipped over and is upside down.

WM


Thanks for the clearification, but is it the correct angle?

--lanyards

PostPosted: Tue Jan 01, 2008 3:42 pm
by WidowMakers
lanyards wrote:
WidowMakers wrote:It is a bed that has been tipped over and is upside down.

WM


Thanks for the clearification, but is it the correct angle?

--lanyards
Well I drew it by hand so.............yes.

WM

PostPosted: Tue Jan 01, 2008 4:01 pm
by WidowMakers
XML:
http://www.fileden.com/files/2007/6/15/ ... L1_v01.xml

Large:
http://img175.imageshack.us/img175/3631/dodl114lut7.jpg
Small:
http://img177.imageshack.us/img177/3448/dodl114slr3.jpg

==================================================
Map Information Page

Dungeon of Draknor - The Halls of Testing Concept by Jota / Design & XML by WidowMakers
Map Creation Thread: http://www.conquerclub.com/forum/viewtopic.php?t=29184
Number of Territories: 37
Number of Continents: 5
Gameplay Features: One Way Borders

Accompanying Story:
    Your sword has had quite a workout today, mowing down the undead minions summoned by the evil sorcerer Draknor to guard his fortress. According to Belegruin, your closest friend and an expert spellcaster, this is the last room before you reach Draknor's lair. While little Garrick -- hired against your better judgement for his quick reflexes and nimble fingers -- checks the final door for traps, you sit back to rest and let the party's healer tend to your wounds.

    "Hold it!" shouts Garrick, "It's a trap!"

    "Then disable it and pick the lock," you answer wearily. "That's what you're here for."

    "No, it's not on the door. It's the whole room. Look at the floor!"

    All of you look down. The floor tiles are covered with strange sigils. They mean nothing to you, but Belegruin clearly recognizes them.

    "The munchkin is right," he says. "This is a teleportation circle with glyphs of warding around the edges... we're trapped here. This enchantment is too powerful for me to break."

    Just then, a deep, maniacal laughter echoes through the chamber. "You thought you might defeat me, adventurers? I am Draknor, the greatest wizard who ever lived! Now you will go where all the others who sought to infiltrate my fortress were sent: into my dungeon maze, a labyrinth of 1-way doors from which there is no escape!

    Can you prove yourself worthy by conquering the entire dungeon and making it safely to the next level alive?
Recommended Gameplay Settings:
    Any
Gameplay Feature Associations:
    1) One Way Borders-All territories are connected with one way doors.
Map Description:
    The Dungeon of Draknor-The Halls of Testing is the first level of three, for this map series. Due to the fact that every door is a one way border, the way a player defends and attacks neighboring bonus areas is much trickier than on a standard two way border map.



=========================================
Feel free to post suggestions for the Map info Page


The story portion was from the original thread started by Jota. It will stay like that for to most part (theme wise) but additions and tweaks can be made to the sentences.

PostPosted: Thu Jan 03, 2008 4:13 pm
by lanyards
XML error:

The territory "Sleeping Arcade" needs to be able to attack "Altar", as they both can attack each other, according to the doors.

--lanyards

PostPosted: Thu Jan 03, 2008 4:26 pm
by Coleman
Major points for the information page.

PostPosted: Thu Jan 03, 2008 6:52 pm
by WidowMakers
lanyards wrote:XML error:

The territory "Sleeping Arcade" needs to be able to attack "Altar", as they both can attack each other, according to the doors.

--lanyards
Thank you very much.

Fixed XML:
http://www.fileden.com/files/2007/6/15/ ... L1_v02.xml

Large:
http://img175.imageshack.us/img175/3631/dodl114lut7.jpg
Small:
http://img177.imageshack.us/img177/3448/dodl114slr3.jpg

==================================================
Map Information Page

Dungeon of Draknor - The Halls of Testing Concept by Jota / Design & XML by WidowMakers
Map Creation Thread: http://www.conquerclub.com/forum/viewtopic.php?t=29184
Number of Territories: 37
Number of Continents: 5
Gameplay Features: One Way Borders

Accompanying Story:
    Your sword has had quite a workout today, mowing down the undead minions summoned by the evil sorcerer Draknor to guard his fortress. According to Belegruin, your closest friend and an expert spellcaster, this is the last room before you reach Draknor's lair. While little Garrick -- hired against your better judgement for his quick reflexes and nimble fingers -- checks the final door for traps, you sit back to rest and let the party's healer tend to your wounds.

    "Hold it!" shouts Garrick, "It's a trap!"

    "Then disable it and pick the lock," you answer wearily. "That's what you're here for."

    "No, it's not on the door. It's the whole room. Look at the floor!"

    All of you look down. The floor tiles are covered with strange sigils. They mean nothing to you, but Belegruin clearly recognizes them.

    "The munchkin is right," he says. "This is a teleportation circle with glyphs of warding around the edges... we're trapped here. This enchantment is too powerful for me to break."

    Just then, a deep, maniacal laughter echoes through the chamber. "You thought you might defeat me, adventurers? I am Draknor, the greatest wizard who ever lived! Now you will go where all the others who sought to infiltrate my fortress were sent: into my dungeon maze, a labyrinth of 1-way doors from which there is no escape!

    Can you prove yourself worthy by conquering the entire dungeon and making it safely to the next level alive?
Recommended Gameplay Settings:
    Any
Gameplay Feature Associations:
    1) One Way Borders-All territories are connected with one way doors.
Map Description:
    The Dungeon of Draknor-The Halls of Testing is the first level of three, for this map series. Due to the fact that every door is a one way border, the way a player defends and attacks neighboring bonus areas is much trickier than on a standard two way border map.

    Figuring out how best to move about in this environment will be key to your survival and may take some extra thought.



=========================================
Feel free to post suggestions for the Map info Page


The story portion was from the original thread started by Jota. It will stay like that for to most part (theme wise) but additions and tweaks can be made to the sentences.

PostPosted: Sun Jan 06, 2008 1:18 am
by WidowMakers
Anything else?

I don't particularly like the map description text.
Does anyone have a better way to describe this?

If not then QUENCH! (maybe)

WM

PostPosted: Sun Jan 06, 2008 5:53 am
by Elijah S
The map looks great but I agree, the text seems a little "wordy" and may have better impact if it was chopped down some...

Most people probably don't spend more than 30 seconds reading a description.

Keyword: Paraphrase!

PostPosted: Sun Jan 06, 2008 8:03 am
by WidowMakers
No. Not the Background Story this part....

Map Description:
    The Dungeon of Draknor-The Halls of Testing is the first level of three, for this map series. Due to the fact that every door is a one way border, the way a player defends and attacks neighboring bonus areas is much trickier than on a standard two way border map.

    Figuring out how best to move about in this environment will be key to your survival and may take some extra thought.


WM

PostPosted: Sun Jan 06, 2008 8:09 am
by Krueger
WidowMakers wrote: [/list]Map Description:
    The Dungeon of Draknor-The Halls of Testing is the first level of three, for this map series. Due to the fact that every door is a one way border, the way a player defends and attacks neighboring bonus areas is much trickier than on a standard two way border map.

    Figuring out how best to move about in this environment will be key to your survival and may take some extra thought.



The Dungeon of Draknor-The Halls of Testing is the first of three levels for the Draknor map series.

Because every door is a one way border, there will be new and different strategies used on this map. You may be able to attack into a room and not be able to fort out of it.
Just because a room is on your border does not mean that it is a border that must be defended, some border rooms are exit only.
This is a tricky map so pay attention to the "ins" and "outs" of the rooms.

Figuring out the best way to move about in this environment will be key to your survival and may take some extra thought.




Is this better?
Edit or modify it as you see fit.

PostPosted: Sun Jan 06, 2008 6:51 pm
by mibi
the graphics on this map are ridiculously professional. I hope the game play can do it justice. well done wM

PostPosted: Sun Jan 06, 2008 10:18 pm
by WidowMakers
I found a "2 way border". Sleeping arcade can attack into altar and altar can attack into sleeping arcade. I will have updated pics and XML by tomorrow morning.

WM

PostPosted: Sun Jan 06, 2008 10:20 pm
by WidowMakers
mibi wrote:the graphics on this map are ridiculously professional. I hope the game play can do it justice. well done wM
Thank. That is what 40+ hours of drawing tiny little artifacts and stuff will get you. I too hope it plays well.

After the play test games, I am sure it will.

WM

PostPosted: Sun Jan 06, 2008 10:21 pm
by lanyards
WidowMakers wrote:I found a "2 way border". Sleeping arcade can attack into altar and altar can attack into sleeping arcade. I will have updated pics and XML by tomorrow morning.

WM

Ya, that was the one I told you to put in. Sorry.

lanyards wrote:XML error:

The territory "Sleeping Arcade" needs to be able to attack "Altar", as they both can attack each other, according to the doors.

--lanyards

PostPosted: Mon Jan 07, 2008 12:11 am
by WidowMakers
OK here is version 15 with the edit to eliminate the "2-way" border from Sleeping arcade and altar

The arrow from altar to sleeping arcade was eliminated and the arrow from sleeping arcade to temple was switched.

XML:
http://www.fileden.com/files/2007/6/15/ ... L1_v03.xml
Small:
http://img442.imageshack.us/img442/1271/dodl115sop8.jpg
Large:
http://img72.imageshack.us/img72/5725/dodl115lzt6.jpg

==================================================
Map Information Page

Dungeon of Draknor - The Halls of Testing Concept by Jota / Design & XML by WidowMakers
Map Creation Thread: http://www.conquerclub.com/forum/viewtopic.php?t=29184
Number of Territories: 37
Number of Continents: 5
Gameplay Features: One Way Borders

Accompanying Story:
    Your sword has had quite a workout today, mowing down the undead minions summoned by the evil sorcerer Draknor to guard his fortress. According to Belegruin, your closest friend and an expert spellcaster, this is the last room before you reach Draknor's lair. While little Garrick -- hired against your better judgement for his quick reflexes and nimble fingers -- checks the final door for traps, you sit back to rest and let the party's healer tend to your wounds.

    "Hold it!" shouts Garrick, "It's a trap!"

    "Then disable it and pick the lock," you answer wearily. "That's what you're here for."

    "No, it's not on the door. It's the whole room. Look at the floor!"

    All of you look down. The floor tiles are covered with strange sigils. They mean nothing to you, but Belegruin clearly recognizes them.

    "The munchkin is right," he says. "This is a teleportation circle with glyphs of warding around the edges... we're trapped here. This enchantment is too powerful for me to break."

    Just then, a deep, maniacal laughter echoes through the chamber. "You thought you might defeat me, adventurers? I am Draknor, the greatest wizard who ever lived! Now you will go where all the others who sought to infiltrate my fortress were sent: into my dungeon maze, a labyrinth of 1-way doors from which there is no escape!

    Can you prove yourself worthy by conquering the entire dungeon and making it safely to the next level alive?
Recommended Gameplay Settings:
    Any
Gameplay Feature Associations:
    1) One Way Borders-All territories are connected with one way doors.
Map Description:
    The Dungeon of Draknor-The Halls of Testing is the first of three levels for the Draknor map series.

    Because every door is a one way border, there will be new and different strategies used on this map. You may be able to attack into a room and not be able to fort out of it.

    Just because a room is on your border does not mean that it is a border that must be defended, some border rooms are exit only.
    This is a tricky map so pay attention to the "ins" and "outs" of the rooms.

    Figuring out the best way to move about in this environment will be key to your survival and may take some extra thought.


==========================
Map Complexity Rating
It only has one way borders so teh gameplay is not simple but there are no special techinquies or new XML features.

I say this is a moderate to High moderate map.




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